Tuesday, 20 June 2017

It would be remiss of me not to mention that 401 Games, while not carrying every title from Goodman Games or every Dungeon Crawl Classics module, did have Dread on Demon Crown Hill waiting for me, as well as core books and several other adventures. They also asked me to put them in contact with Goodman Games in order to get the funky dice.

I had an early Father's Day after running Gnole House with my older children, so that they could attend their mother's birthday party on Sunday. We used the board games cafe at 401 Games, playing a game called T.I.M.E. Stories. We managed to beat the game just before the store closed.

T.I.M.E. Stories is sort of a locked room mystery played using a board. Unfortunately, once you've finished it, that's the game. Fortunately, there are additional expansions that allow for different game scenarios. I recommend trying the game, but I don't know if I recommend the price tag for a game you only get to beat once.

We had a discussion about getting a copy, with the expansion scenarios, playing through them, and then passing it on at half cost. It would be less than movie tickets for four, if purchased in this manner, and was certainly more entertaining than many films I've seen.

On Sunday, I dropped by Doug Miller Books, where I was able to obtain a Manly Wade Wellman book, The Beyonders, that I hadn't heard of before. There was actually a fair amount of Appendix N material there, although you have to do some looking to find it. Zoinks! is another place where I've had luck rounding out my collection, as is the BMV by Bloor and Spadina.

I'm only about halfway through The Beyonders, but it is (not surprisingly) good so far. As always, when reading Appendix N fiction, I find myself considering how to express characters, situations, and creatures in Dungeon Crawl Classics terms. The Beyonders is short on creatures, so far, but otherwise would fit in well in a Chained Coffin campaign. Or in the Esoteric America of Secret Antiquities. Something involving Michael Curtis, anyway.

For this year’s Free RPG Day, I ran
Michael Curtis’ excellent adventure, Gnole House, at 401 Games in Toronto. I
had scheduled the game to start at noon, but the Free RPG Day give-away started
in-store at 10 am, and almost everything was gone by the time I got there. Nonetheless,
the store had set aside not only enough copies of the Goodman Games Free RPG
Day DCC Quick-Starter to make sure that
every player at the table got one, but I was also given a 4th
Printing rulebook to give away. And I did.

(Dueling Grounds, which had been my
previous go-to for Free RPG Day events, moved to Peterborough this spring, thus
requiring me to find a new venue. I had done one event with Hairy Tarantula,
but their downtown location closed last year. Nonetheless, I was glad to
discover that 401 Games now has more than ample space for gaming, and actually
runs a games café with a great selection.)

Because of its location, I had
imagined that there would be a good turnout for Free RPG Day, and planned for a
maximum of 10 players. I got four, three of whom had never played Dungeon Crawl
Classics before, and one of whom was an old hand who had played in my Free RPG
Day game last year.

After a brief rundown of class
abilities, each player chose a single character out of the 14 that I had
pregenerated using the tools at Purple Sorcerer. We ended up with a dwarf, a
wizard, a halfling, and a thief. Because there was no cleric, I supplied two
doses of the balm of St. Cuthbert, which could heal 1 HD when applied.

Well, the fearless PCs found their
way to the high, narrow house in the wood, looking for both clues as to the
fate of that fearless seller of cordage and the emeralds that the gnoles were believed
to own. The thief went scouting around the house on his own, prompting the
watch-gnole to leave his hollow tree. But, unlike Nuth, the other PCs weren’t
willing to allow their companions to die so easily, and shouted a warning from
where they watched from the trees.

What followed was the gnole shaking
hands and miming human customs, urging his potential next meal into the house.

I have no desire to ruin the
adventure, so at this point I am just going to say that a great time was had by
all. One player remarked that, for all his years playing D&D, he had never
actually been in a “murder house” before. The dwarf turned out to be quite the
old-school tactician, using various furnishings to create alarms that would
notify the PCs if a secret door opened, checked various pieces of furniture to
see if they moved (the secret doors were fixed in place), and so on.

Even with the balm of St. Cuthbert,
the dwarf was dropped to 0 hp twice, the halfling once, and the thief once. Only
the wizard managed to escape without coming within an inch of death. The dwarf,
who had reduced his Luck to 0, only survived by rolling a 4!

Strangely, no “1”s were rolled
during the session, and if memory serves the only critical hits were a “16”
from the halfling and a backstab from the thief. I rolled dice in the open, as
is my custom, and had the players roll damage when they were hit by any
creature. This was fortuitous, as more than once absurdly low damage rolls
saved the lives of one or another PC, and if the player hadn’t rolled it they
probably wouldn’t have believed it.

It should probably be mentioned that
the kitchen was made more disturbing when the dwarf made a sandwich.

Good times. Good times.

They forgot the fellow in the tree and, when they tried to set fire to the adventure location, were nearly undone. But, no, the dice went their way yet again! At the end of the session, before handing out swag, I was able to tell the adventurers that they were the first, since Nuth, to ever return from the House of the Gnoles.

Thursday, 15 June 2017

This Saturday at 401 Games in Toronto, I will be running Michael Curtis' excellent adventure, Gnole House. Swag is provided by Goodman Games. In addition, I have a print copy of The Revelation of Mulmo (the Tentacled Edition) that someone is going home with.

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